/**
**************************************************************************************
*Founder Effect                                                                      *
*Copyright (C) 2006-2007, 5d Studios (www.5d-Studios.com)                            *
*                                                                                    *
*This library is free software; you can redistribute it and/or                       *
*modify it under the terms of the GNU Lesser General Public                          *
*License as published by the Free Software Foundation; either                        *
*version 2.1 of the License, or (at your option) any later version.                  *
*                                                                                    *
*This library is distributed in the hope that it will be useful,                     *
*but WITHOUT ANY WARRANTY; without even the implied warranty of                      *
*MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU                   *
*Lesser General Public License for more details.                                     *
*                                                                                    *
*You should have received a copy of the GNU Lesser General Public                    *
*License along with this library; if not, write to the Free Software                 *
*Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA      *
**************************************************************************************
*/
#pragma once
#include <string>
#include <iostream>

#include "AI_Brain.h"
#include "../EventManager.h"

/**
=======================
Control the Players actions
=======================
*/
class PlayerController
{
public:
    PlayerController(void);
    /** Gather input, and send events */
    void GatherEvents();
private:
    int m_oldButtons;   // last button state
public:
    virtual ~PlayerController(void);
};


/** Event Type for motion */
struct PlayerMovement : public IEventData
{   PlayerMovement(int b) { buttons = b; };
    int buttons;
    IEventData* Copy() { return new PlayerMovement(buttons); };
    virtual ~PlayerMovement() {IEventData::~IEventData(); };
};
